Latest ‘Mortal Kombat’ Patch Details

One of the problems that fighting games often face is the issue of balance. Creating a game where players can use whatever character they like and not have to worry about being too overpowered or too weak is a lot harder than it sounds. These problems have only increased with the advent of online play, with new errors cropping up due to internet connections players taking advantage of glitches.

Not even Mortal Kombat is exempt from this, even though it’s the best-selling game in the series. Thankfully, a new patch has been released that will take care of a number of problems the game has.

The biggest problem Mortal Kombat had to face was desynchronization, which caused players to lose their internet connections. It initially affected both systems, before it was narrowed down to just Xbox Live. The connections were lost once characters selected certain costumes to use, mainly the Klassic Skins available via DLC. The patch has solved that problem, and now players can use whatever outfits they want for their character of choice.

The patch also solved a number of other, character-specific problems. They are as follows:

General Gameplay Fixes/Tweaks

Fixed a couple of crash scenarios.

DLC billboards should now behave correctly on Xbox

You should no longer see online desyncs on Xbox that are related to alternate costumes or classic costume DLC packs.

MOTD handling and displaying code was tweaked.

Fixed a bug that could have resulted in tweakvars getting corrupted.

Fixed a crash in player select if you tried to exit out while the dlc box was open.

With the exception of Human Cyrax and Human Sektor, everyone’s alternate costumes should behave the same as their primary costumes and have the exact same move properties.

You can now block after a dash forward is completed if it was cancelled into from a special move. Canceling out of a dash into another dash was normalized for most of the characters. Dash Block canceling remains the same.

Wakeup attacks should have better invulnerability on them if done in the first 4 frames of the wakeup window. (this was added as a hotfix tweakable value)

You no longer get a completely free throw attempt after someone blocks your jump punch. The opponent has less block hit frames but chained combos from a jump punch will remain the same.

There were several reactions that could freeze players just before they landed from attacks and reactions such as Kano’s Airball and Cyrax’s Net air reaction.

Made many minor hitbox adjustments.

Tweaked the negative edge window.

Several low attacks were being parried incorrectly.

Nightwolf and Kenshi can no longer still absorb a projectile if they get hit out of their enhanced reflects before the recovery frames start.

Baraka

Baraka’s Blade Spin move starts up faster and is safer when blocked.

Baraka’s Enhanced Blade Charge (Blade Rush) attack goes farther now.

Baraka’s Chop Chop no longer auto corrects mid-move.

Baraka’s has a new D1 low poke.

Cyber Subzero

Cyber Subzero can no longer handcuff certain characters by catching a wakeup attack with his enhanced Ice Parry.

Cyrax

Cyrax’s Buzzsaw is an overhead block and safer when blocked

Cyrax’s Bombs will no longer pop someone up who is in a 2nd Net reaction or in a Buzzsaw reaction.

Cyrax’s mk3 costume should behave the same as the primary costume now.

Ermac

Ermac can no longer leave an invisible fireball collision around.

Fixed damage scaling a few of his reactions.

Jade

All of Jade’s Enhanced Boomerangs (Reboomerang) will now return when the first hit is blocked.

It’s nice to know that the folks at NetherRealm Studios are taking the time to fix any errors this game still possesses. Perhaps this means that they will be following through on their desire for more DLC?

Do you think the patch has solved all of the problems Mortal Kombat may have had?